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Re: Simple Q&A D&D 3.5 (by RAW) XXII

Can you enchant a weapon with stat bonuses?
Say i want a quarterstaff that gives me +2 to inteligence, is that legal.

Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.

So is it legal?

Not sure on the official answer there, but fyi, a magic weapon isn't a "wondrous item". As far as I know, stat-boosting items MUST occupy a body slot, even if it's not the traditional one. An item held in your hands can't accomplish this, as best I can tell.

A36 clarification:Ioun stones are slotless wondrous items, some of which provide an enhancement bonus to statistics (at a +100% cost), and can be sundered (like a weapon). Also, some wondrous items can be used as weapons (see Mattock of the Titans)

I see nothing prohibiting it. However, as with any custom magic item, you must ensure that your DM approves the construction, and assigns the cost (I recommend +100% of a slotted statistic enhancement bonus item).

Last edited by mattie_p; 2012-11-17 at 06:08 PM.

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Re: Simple Q&A D&D 3.5 (by RAW) XXII

A 37 (Addendum): Note that both spells may require successful craft checks, minor creation in the event of a "complex" item(clarified in the PHB as "Craft (bowmaking) check to make straight arrow shafts"), and fabricate in the event of "articles requiring a high degree of craftsmanship" (clarified in the PHB as jewelry, swords, glass, crystal, and the like.")

Also, despite the clarifications in the spell descriptions, the Craft skill has different levels of complexity. A complex item is a lock with DC 20, a high-quality item such as a bell is DC 15, a typical item such as an iron pot is DC 10. While the holy symbol is not magical, the Craft DC might preclude successful creation/fabrication.

Last edited by mattie_p; 2012-11-17 at 06:20 PM.

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Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 38

When an NPC character has to make a will save and succeeds against an effect that has no other discernable effect upon the target (such as passing the Chain of Eyes spell effect from one character to another), is that NPC aware that something just happened to him, or is he in any way able to detect that something was abnormal about the contact? Source information supporting the answer would also be appreciated if possible.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 39

Do spells with a verbal component need to be spoken loudly, or can they be spoken softly (specifically a Cleric's divine spells, but curious as to all spells and whether or not there is a distinction between any of the different types)? Any supporting documentation would be appreciated. The best I have been able to figure in support of one way or another is the Cheat spell, which has flavor text in the Spell Compendium that reads:

"You rattle the dice in your hand and mutter the words of the spell, then check your facedown cards again. The two low cards have somehow become trumps."

However, being flavor text, I'm very reluctant to take that as rules discerning the operation mechanics of all spells.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

A 39

Originally Posted by SRD/PHB p. 174

A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

Unfortunately by RAW this does not say that you have to utter the verbal componenent in "a strong voice", you just have to be able to. So unless someone finds a different quote, it is up to the DM how loudly th everbal component must be spoken.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Originally Posted by Narse

A 40
I think that would be reincarnate, available at level 7 for a Druid, but I may be mistaken.

A 40 (Addendum)
Reincarnate has a casting time of 10 minutes.
Off of the top of my head there are a few spells with a casting time 1 standard action which could be used to immediately revive someone who died the previous round.

1) Revivify. It's a 5th level cleric-only spell, so you would need to be at least level 9 to cast it. It brings the target back to live with -1 HP and no level loss, and costs only 1,000 gp in material components. However, it must be cast within one round of the target's death.

2) Last Breath. 4th level druid spell (minimum character level 7). The creature returns to life with 0 hp, loses a level or a hit die (or 1 con, if it's level 1), and has a 50% chance of losing prepared spells or unused spell slots. Like Revivify, this one must be cast within one round of the target's death. This spell has no material component cost

3) Revenance. This one's available as a 4th level cleric spell (minimum character level 7). It brings the target back to life with half of its full HP, no level loss, costs no material components, and the subject gains a +1 morale bonus to all attacks, damage, saving throws, and checks against the creature that killed him. The window of opportunity on this one is a bit larger than than the other two (up to 1 round per level after the target's death).
The catch on Revenance is that it has a duration of 1 minute per caster level, after which the subject dies again. It's particularly fun to leave that last detail out when casting the spell on someone who is not familiar with it.

Note: All of these spells restore the target to life in whatever condition its body is in, like Raise Dead. Missing limbs are not regenerated, and you probably won't be able to cast the spell at all if the the body is too badly damaged.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Originally Posted by Vaern

3) Revenance. This one's available as a 4th level cleric spell (minimum character level 7). It brings the target back to life with half of its full HP, no level loss, costs no material components, and the subject gains a +1 morale bonus to all attacks, damage, saving throws, and checks against the creature that killed him. The window of opportunity on this one is a bit larger than than the other two (up to 1 round per level after the target's death).
The catch on Revenance is that it has a duration of 1 minute per caster level, after which the subject dies again. It's particularly fun to combo it with Revivify for a mini True Res.

See bolded above.

Revan avatar by kaptainkrutch.

Originally Posted by Cirrylius

That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Originally Posted by Rhaegar14

Q 19

Can a Bard that uses an instrument effectively use a two-handed instrument and a one-handed weapon at the same time? The logical answer is no, but I'm wondering if there's a ruling somewhere that threw them a bone.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

A 39

By default, verbal components need to be delivered in a strong voice. However, the game has several options which may alter this.

Sleight of Hand skill use (Races of Stone, page 133):

Check: When casting a spell, you may make a Sleight of Hand check to make your verbal and somatic components less obtrusive, muttering magic words under your breath and making magic gestures within your sleeves.

Conceal Spellcasting skill trick (Complete Scoundrel, page 85)

Disguise Spell feat (Complete Adventurer, page 108)

It certainly looks like the Cheat spell's "fluff" text was written with that Sleight of Hand check in mind, as it's a very good correspondence in the RAW.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Originally Posted by Curmudgeon

By default, verbal components need to be delivered in a strong voice.

Is there anything of that matter in the Core books? The sentence willpell and I quoted only says you must be able to deliver the verbal component in a strong voice. It does not say that you actually must do so in a strong voice. I know this totally contradicts RAI but that is what the rules say.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 42: If I use the spell Gate to call an outsider to inmediately help me in a fight (while the fight is still going on). When does it get its first action? Does it act inmediately after the gate spell was cast? Or does it roll initiative?

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 46

a)
If you have four rogue levels more than the opponent has levels that grant uncanny dodge and improved uncanny dodge, do you negate improved uncanny dodge?
If yes, does the higher-level rogue then gain both the +2 flanking bonus and the ability to deal sneak attack extra precision damage?
Or does the higher-level rogue only get the ability to deal sneak attack extra precision damage?

b)
Do only rogue levels count to determine if you can beat improved uncanny dodge?
What about levels in the arcane trickster, assassin and blackguard prestige class which grant sneak attack? Do levels in spellthief also count?
Does having Assassin's Stance from Tome of Battle somehow affect the number of rogue levels to overcome improved uncanny dodge?

c)
Is the +2 flanking bonus a named bonus? It does not appear in the list of modifiers.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Re: A 39

Originally Posted by Andezzar

Is there anything of that matter in the Core books? The sentence willpell and I quoted only says you must be able to deliver the verbal component in a strong voice. It does not say that you actually must do so in a strong voice.

You're in error there. Not only do the rules say you must be able to, you must also do so (Player's Handbook, page 140):

Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice.

"Strong" and "firm" are synonyms.

Originally Posted by Andezzar

I know this totally contradicts RAI but that is what the rules say.

There is no contradiction in what the rules say, and that's all that matters here.

A 44 Yes.

A 45 Ask your DM.

Originally Posted by Fox's Cunning

Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence

"Bonus spells" is not a restricted term in D&D, so your DM is within the RAW to decide that additional spells for Spell Mastery count as "bonus spells" if they derive from Fox's Cunning.

A 46 a)

Yes, having 4+ Rogue levels more than your target makes their Improved Uncanny Dodge ineffective; you can flank them, and you gain the usual benefits from doing so.

A 46 b) Yes.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
...
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Only Rogue class levels matter when opposingImproved Uncanny Dodge, absent any specific language of inclusion. Other classes count for the defensive ability Improved Uncanny Dodge if they grant Uncanny Dodge; they do not enter into the calculation offensively. You list other things that alter sneak attack damage, but which have no impact on opposing Improved Uncanny Dodge.

A 46 c) No.

Flanking provides an untyped bonus. You cannot stack an untyped bonus from the same source (if you could somehow get multiple ways of flanking someone), but it should add normally with any other combination of bonuses and penalties.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q47

Which spells does a Wizard count as "knowing"? For example, Spontaneous Divination allows spontaneously casting divination spells the Wizard knows. Is this any spell in a spellbook the Wizard currently owns? Any spell they've ever learned, even if they lost a spellbook?

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Originally Posted by Story

Q47

Which spells does a Wizard count as "knowing"? For example, Spontaneous Divination allows spontaneously casting divination spells the Wizard knows. Is this any spell in a spellbook the Wizard currently owns? Any spell they've ever learned, even if they lost a spellbook?

A 47
This is up to the DM to decide.
The description for wizard spellcasting says that they can "know" any number of spells, but it doesn't elaborate on what spells are treated as "known."
I would personally rule that he only "knows" spells which he is able to prepare. Therefore, if he loses his spellbook, he no longer "knows" the spells contained within it.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Scroll down or control + f and put in: Table: Combat Adjustments Underwater

Path of the Nefarious: A Way of the Wicked Journal.
Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path. http://d20evil.blogspot.com/

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks.

A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity.

Unless the creature has a natural weapon which is specifically a tripping weapon, it uses an unarmed attack rather than its natural weapons when making a trip attempt. Only a natural weapon attack (such as a Wolf's bite) other than an unarmed strike will normally avoid provoking an AoO when making a trip attempt.

If a creature has Improved Unarmed Strike, the normal behavior is to not provoke AoOs.

Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed.

Once you have this feat, unarmed attacks (including trip attacks) will not provoke AoOs.

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 50: Are any of these: Craft Dorje, Imprint Stone, and Scribe Tattoo, able to be used by a non-psionics?

Path of the Nefarious: A Way of the Wicked Journal.
Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path. http://d20evil.blogspot.com/

Re: Simple Q&A D&D 3.5 (by RAW) XXII

Q 51
I DM an elf Ranger who keeps having her horse killed. *cackle* Or left behind exposed while they go dungeon-delving.
Are there any non-magical feats or items that can be used to dismiss the horse to some safe distance, and then call it again, so long as it stays within a mile perhaps, or hearing distance? I know I could just cook up some special whistle or something, but I wanted to see if there was something official.
Maybe I could just have her train it with said whistle to 'come', and as long as it's in ear shot it'll work..?
Still though, looking for official resources.